What Video Games Have to Teach Us About Learning and Literacy....
Read your book anywhere, on any device, through RedShelf's cloud based eReader.
Digital Notes and Study Tools
Built-in study tools include highlights, study guides, annotations, definitions, flashcards, and collaboration.
The publisher of this book allows a portion of the content to be printed.
The publisher does not allow content in this book to be copied and pasted.
Additional Book Details
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.
|Sold By||St. Martin's Press|
|ISBNs||1403984530, 1466886420, 9781403984531, 1466886420, 9781403984531, 9781466886421|
|Number of Pages||256|